# awoo
Animate and schedule code.
This crate provides a very simple mechanism to animate some code. Consider:
```
let mut time = 0.; // time that passes
let a = 0.;
let b = 1.;
let c = 2.;
// main loop of our application
loop {
if time < a {
// do something until time passes a point in time a
} else if time < b {
// do something until time passes a point in time b
} else if time < c {
// do something until time passes a point in time c
} // etc. etc.
// time advances here
time += 0.1;
if time >= c {
break
}
}
```
That might sound surprising to you, but _a lot_ of demoscene productions are written with that kind
of `if / else if` blocks. It’s pretty bad and ugly though, I agree. For several reasons:
- It doesn’t compose at all. If you want to do something in between α and β, you will have to
break the whole block and change every timings.
- Dynamic branching will get worse and worse as time passes, since you’re going to make more and
more tests.
- The code is just ugly!
Instead of writing that kind of code, we can do better:
```
use awoo::window::Window;
let pre_alpha = Window::new(0., 1.); // do something until time passes 1.
let pre_beta = Window::new(1., 2.); // do something until time passes 2.
let pre_gamma = Window::new(2., 3.); // do something until time passes 3.
```
By default, [`Window<T>`] is just a window of time `T`. We can map actions to completely
do the same thing as above:
```
let pre_alpha = Window::new(0., 1.).map(|time| println!("time is {}", time));
```
The type of that [`MappedWindow<_>`] is determined by what you return from your closure in the
`map` call. Once all windows are created, you can schedule them:
```
use awoo::scheduler::RandomAccessScheduler;
use awoo::time::simple::SimpleF32TimeGenerator;
let mut scheduler = RandomAccessScheduler::new(
SimpleF32TimeGenerator::new(0., 0.1), // a generator that generates linear time starting at 0 and incrementing by 0.1
vec![pre_alpha, pre_beta, pre_gamma] // our mapped windows
).unwrap();
scheduler.schedule();
```
What’s interesting is that we can get the windows from a file, for instance, and map them on the
fly.
[`Window<T>`]: crate::window::Window
[`MappedWindow<_>`]: crate::window::MappedWindow